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Rise To Power Criminal Underword Campaign

'Rise to Power: A Criminal Underworld Campaign' is a prequel to the Core Space expansion, following Zed, a trader aiming to dominate a lawless fringe colony. Players navigate missions involving heists and confrontations with rival gangs while managing resources and crew reputation. The campaign emphasizes strategy and cunning, with unique rules for crew dynamics and mission setups, culminating in a final showdown for control of the colony.

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0% found this document useful (0 votes)
15 views19 pages

Rise To Power Criminal Underword Campaign

'Rise to Power: A Criminal Underworld Campaign' is a prequel to the Core Space expansion, following Zed, a trader aiming to dominate a lawless fringe colony. Players navigate missions involving heists and confrontations with rival gangs while managing resources and crew reputation. The campaign emphasizes strategy and cunning, with unique rules for crew dynamics and mission setups, culminating in a final showdown for control of the colony.

Uploaded by

thomas.crovatto
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CORE SPACE

CORE SPACE
Rise to Power: A Criminal
Underworld Campaign

'Rise to Power: A Criminal Underworld Campaign' is the perfect prequel to the Shootout at Zed's
expansion for Core Space. Follow Zed, a down-on-his-luck trader, as he rises through the ranks of
the fringe and becomes a legendary criminal mastermind. You'll experience daring heists, intense
shootouts, and high-stakes battles for control of the criminal underworld, all while managing your
resources and outsmarting rival gangs.

Core Space® and all associated characters, names, places and things are ™ and © Battle
Systems Ltd 2023. Used with permission.
OVERVIEW • Feared: Allows the player to purchase gear and
weapons at a discounted cost of 1 UA per item.
Set in a lawless fringe colony, follows the story of a group of
traders who are trying to establish themselves as powerful • Legendary: Allows the player to call in 2 additional
players in the criminal underworld. Led by a ruthless leader NPC gangers as reinforcements during missions.
named Zed, you must navigate through various missions,
Negative Scale:
such as taking over a rival gang’s territory and stealing
valuable goods, all while competing against rival gangs and • Hated: Does not allow the player to recruit any new
scavengers. The final mission, an epic showdown, will members.
determine if the traders are able to solidify their power and
become the dominant force in the colony or if they will be • Despised: Increases the cost of purchasing gear and
defeated by their enemies. Along the way, you will have to weapons by 2 UA per item.
use strategy and cunning to outsmart your opponents and • Outlawed: Members of the player's crew may turn
come out on top. hostile during a mission. Each turn, the player must roll
a 6-sided die for each crew member. On a roll of 6, the
crew member leaves the gang and becomes hostile.
TRADERS
• Exile: The player's gang is no longer able to
In this campaign, the main character Zed, is intended to be participate in missions and the campaign is over.
used as the player’s trader crew captain. His crew can be
hired to make up your trader crew, but as the player, you
have the freedom to use any miniatures you have available Freeform Set-Up - In this campaign, no mission maps are
to represent the characters in the campaign. Feel free to use provided. Instead, the player is free to use any set-up they
the miniatures that best represent your vision of the feel is best suited to the mission, using their own available
characters and crew. expansions and terrain. Event allocation cards may also be
used as desired to add an element of randomness. This
represents the chaotic nature of the fringe colonies. Set-up
SPECIAL RULES instructions in each mission will guide the player on specific
Zed’s Backup: Zed has a unique ability to call in backup from details such as rival crews and special crate allocations.
his associates in the criminal underworld. By sacrificing his
actions for the current round, Zed can call in 2 NPC gangers
to assist the trader crew. These gangers will follow the Rival Gangs: In this campaign, all rival gangs will follow the
normal ganger rules, but will not target the traders. This normal rules for Criminal Gangs as outlined in the Core
action can only be used once per mission and can be a Rules. Additionally, in the target priority list, the player's crew
valuable asset in tight situations. will be considered a rival gang to all other criminal gangs
encountered during the campaign.

Trader Casualties: If any traders in your crew, other than


Zed himself, are lost in a mission and not revived during the Crate Allocation: In this campaign, players have the
mission, or dragged back to the ship, they are permanently freedom to place crates on the board as they see fit, as long
lost. This represents the harsh reality of life as a trader in the as they adhere to the following guidelines:
fringes and serves to emphasize the importance of protecting • Unless specified in the mission setup, players may add
your crew and resources. any number of crates to the board, but no more than 2
per room.
Gang Reputation: In this mini campaign, the gang • Large crates will always include 1 large item and 2
reputation of Zed and his crew will be tracked throughout the small items.
mission. The reputation will start at neutral and can be
• Small crates will always include 3 small items.
positively or negatively impacted by the actions taken by the
player. This rule adds an element of strategy to the game as players
Positive Scale: will have to decide where to place crates, and how many to
use, in order to maximize the chances of finding useful items
• Neutral: Starting reputation for the player's gang. No while also considering the risks of alerting rival gangs.
bonuses or penalties.
Starting Crew and Funds: Start the campaign with Zed and
• Respected: Allows the player to recruit new members 2 additional crew members, and 20 UA to use for purchasing
at a discounted cost of 1 UA per member. gear and weapons before the first mission.
INTRODUCTION
The year is 3185 and the world as you knew it has changed dramatically. A global cataclysm known as The Purge
has left the planet in ruins, with most of the population either dead or struggling to survive in the harsh new reality.
But amidst the chaos, a new breed of survivors has emerged - the Traders. These are individuals and groups who
have managed to carve out a living by scavenging the remains of the old world and trading goods with other
survivors.

“It’s time to make a name for our-


You are one of these Traders
selves out here on the fringes. We’ll
and your name is Zed. You've
show ‘em who’s boss and come out on
been surviving on the fringes
top. Let’s make our first move, and
for a while now, but you're
hit ‘em where is hurts. Let’s do this.”
tired of just getting by. You
want more - you want to be a
leader among the Traders, to
have power and control. And
so, you've set your sights on
the city of New Hope, a
sprawling metropolis that was
once a beacon of civilization,
but is now a lawless
wasteland.

You know that New Hope is a


dangerous place, controlled
by rival gangs and warlords.
But you also know that it's ripe
for the taking. You've put
together a crew of loyal
traders, each with their own
unique skills and talents.
Together, you'll take on a
series of missions to gain a
foothold in the city, establish
your dominance, and finally,
launch a full-scale assault on
the reigning power in New
Hope.

But be warned, this is not


going to be easy. Your rivals
will not give up their power
without a fight, and they'll stop
at nothing to crush your
ambitions. But if you're smart,
ruthless, and lucky, you might
just survive to see the dawn of
a new era in New Hope, with
you as its ruler.

Are you ready to take on this


epic campaign? Then let the
mission begin!
New Hope
New Hope is a fringe colony on the far edge of the galaxy. Once a thriving hub for trade and commerce, the
colony has now devolved into a hotbed of criminal activity. The once bustling metropolis has been reduced to a
small area surrounding the space port, the rest of the planet is an undeveloped, barren wasteland. The colony's
residents, a mix of desperate survivors and ruthless criminals, struggle to survive in this harsh environment. The
space port is the only connection to the outside world and the only source of goods and resources. The colony's
economy is dominated by black market trade and illegal activities. Despite the danger and lawlessness, the colony
has become a sanctuary for those seeking to escape the reach of the larger, more civilized societies.
MISSION 1—BAR WARS
I had been planning this for weeks, scoping out the target, gathering intel, and assembling my crew. The time had
come to make my move and establish myself as the top dog in the fringe. My target was a rival gang's stronghold,
a seedy bar on the outskirts of town. It was a prime location for a new base of operations and a perfect opportunity
to show everyone who was boss.

attack the player's crew.


PRIMARY OBJECTIVE Select 5 random characters to represent the rival gang,
Reward: Recruit a new gang member they start play in the bar area.

• Take control of the rival gang's hideout by defeating


the gang leader and capturing the hideout. LOCALS
The locals in this area, while not strictly criminals, would
SECONDARY OBJECTIVE still take the side of the current gang leader. Rival gang
members do not consider civilians enemies in this
Reward: Variable mission. Add 3 random NPC civilians to the board.
• Retrieve valuable goods and weapons from the
hideout for Zed's own use.
REPUTATION
• Minimize casualties among Zed's crew by avoiding This mission will have a impact on the Gang reputation
unnecessary fights and using stealth when possible, scale, if the player is successful in completing the
losing any crew members will decrease the gang mission, the reputation will move up one scale towards
reputation by 1 for each crewmember lost. the positive side. If you fail this mission you can
continue to retry, but move one scale towards the
negative side.

SPECIAL INSTRUCTIONS
SET UP
When allocating search items, add two
random rare items to the crate in the bar.

RIVAL GANG LEADER


The gang leader will always try to evade the
player.
If a player is within short range of the gang
leader, the leader will spend the first action
attacking the traders crew and the second
action moving into cover or away out of
combat, whichever is more beneficial.
When selecting the gang leader choose a
random captain. The gang leader starts play
in the bar area.

RIVAL GANG
All NPCs on the board will become hostile
when the player enters the bar area.
While the gang leader is still alive, all NPCs
in the bar area will become hostile and
OVERVIEW • Neutral: Starting reputation for the player's gang.
No bonuses or penalties.
Set in a lawless fringe colony, follows the story of a group • Respected: Allows the player to recruit new
of traders who are trying to establish themselves as members at a discounted cost of 1 UA per
powerful players in the criminal underworld. Led by a member.
ruthless leader named Zed, you must navigate through
various missions, such as taking over a rival gang's • Feared: Allows the player to purchase gear and
territory and stealing valuable goods, all while competing weapons at a discounted cost of 1 UA per item.
against rival gangs and scavengers. The final mission, an • Legendary: Allows the player to call in 2 additional
"You
epicthink you can
showdown, willjust waltz ifinthe
determine here
traders are able to
and take their
what's ours? NPC gangers as reinforcements during missions.
solidify power andWe'll show
become the you
dominant force in the
the true or
colony power
if theyofwillthe
be fringe!"
defeated by their enemies. Along
the way, you will have to use strategy and cunning to Negative Scale:
outsmart your opponents and come out on top.
• Hated: Does not allow the player to recruit any
DISCLAIMER new members.
• Despised: Increases the cost of purchasing gear
This campaign, 'Rise to Power: A Criminal Underworld and weapons by 2 UA per item.
Campaign', is a fan-made creation by Ashley Mellens and
is not endorsed by Battle Systems. The campaign • Outlawed: Members of the player's crew may turn
includes art created using MidJourney and all art is hostile during a mission. Each turn, the player must
owned by Ashley Mellens. This campaign cannot be sold roll a 6-sided die for each crew member. On a roll
and is intended for personal use only. of 6, the crew member leaves the gang and
becomes hostile.
"Incoming fire! Return fire and
TRADERS • Exile: The player's
take gang is
out those no longer able to
guards!"
participate in missions and the campaign is over.
In this campaign, the main character Zed, is intended to
be used as the player's trader crew captain. His crew can
be hired to make up your trader crew, but as the player, Freeform Set-Up: In this campaign, no mission maps
you have the freedom to use any miniatures you have are provided. Instead, the player is free to use any set-up
available to represent the characters in the campaign. they feel is best suited to the mission, using their own
Feel free to use the miniatures that best represent your available expansions and terrain. Event allocation cards
vision of the characters and crew. may also be used as desired to add an element of
randomness. This represents the chaotic nature of the
SPECIAL RULES fringe colonies. Set-up instructions in each mission will
guide the player on specific details such as rival crews
and special crate allocations.
Zed's Backup: Zed has a unique ability to call in backup
from his associates in the criminal underworld. By
Rival Gangs: In this campaign, all rival gangs will follow
sacrificing his actions for the current round, Zed can call
the normal rules for Criminal Gangs as outlined in the
in 2 NPC gangers to assist the trader crew. These
gangers will follow the normal ganger rules, but will not Core Rules. Additionally, in the target priority list, the
player's crew will be considered a rival gang to all other
target the traders. This action can only be used once per
mission and can be a valuable asset in tight situations. criminal gangs encountered during the campaign.

Crate Allocation: In this campaign, players have the


Trader Casualties: If any traders in your crew, other
than Zed himself, are lost in a mission and not revived freedom to place crates on the board as they see fit, as
during the mission, or dragged back to the ship, they are long as they adhere to the following guidelines:
permanently lost. This represents the harsh reality of life • Unless specified in the mission setup, players may
As Iasled
a ganger in the
my crew fringesthe
through andstreets,
serves to emphasize
I could the adrenalineadd
feel the pumping through
any number my veins.
of crates We were
to the board, armed to the
but no
importance of protecting your crew and resources.
teeth, ready for anything. The bar was heavily guarded, but we more had the
thanelement of surprise on our side. We burst in
2 per room.
through the front door, guns blazing, and quickly took out the guards. The rival gang was caught off guard and
Gang
quickly reputation:
succumbed toInour
thissuperior
mini campaign, the gang
firepower. • Large crates will always include 1 large item and 2
reputation of Zed and his crew will be tracked throughout small items.
the missions. The reputation will start at neutral and
With the bar under our control, we set about fortifying our can
• newSmall
base.crates
We sealed off include
will always the windows,
3 small set up sandbag
items.
be positively
barriers, or negatively
and posted guards atimpacted
the door.by the
Weactions
were taken
now the dominant force in the fringe, and everyone knew it. This
wasby thethe
just player.
beginning, there would be more takeovers to come.
This rule adds an element of strategy to the game as
Positive Scale:
MISSION 2—defend the bar
The bar may be under our control, but that doesn't mean we're safe. Word of our takeover has spread, and now
other gangs are looking to challenge us. We can't let them think we're weak. We have to show them that we're the
dominant force. That's why I've called you all together. We're going to fortify our position and defend it from any
rivals who try to take it from us. It won't be easy, but I know we can do it.

LOOTED CREDITS
PRIMARY OBJECTIVE The player will receive a certain amount of UA (credits)
Reward: Your lives based on the level of the defeated gang member. This
represents the credits that are looted from their bodies
• Secure the bar against a rival gang's takeover after the battle. The player can use these credits to
attempt. purchase gear, weapons, and recruit new gang
members after this mission. This rule adds an additional
incentive for the player to defeat as many gang
SPECIAL INSTRUCTIONS members as possible during the mission.
SET UP
Set up the bar as you did for mission 1. From round 2, REPUTATION
roll a 6-sided die and spawn that many gang members
at random entry points. Each round, continue to spawn This mission will have an impact on the Gang reputation
gang members at random until round 6. When all gang scale, if the player is successful in completing the
members are defeated the mission is successful. A mission, the reputation will move up one scale towards
maximum of 12 rival gang members can only be on the the positive side. If you fail this mission you can
board at the same time, when this happens no more continue to retry, but move one scale towards the
rival members will spawn until the number drops below negative side.
12.

RIVAL GANG
The rival gang members will prioritize attacking your
crew and trying to take control of the bar. At any point if
you do not have at least one member of your crew in the
bar while it is occupied by a rival gang, they are
successful in
taking control of
the bar, the
mission is
failed.

LOCALS
Rival gang
members do not
consider
civilians
enemies in this
mission. Add 3
random NPC
civilians to the
board.
"This is our stronghold now,
and we'll die to protect it!"

The rival gang's attempts to take over our newly acquired bar were met with fierce resistance. We had
fortified the position and were ready for their attack. The gunfire echoed through the streets as we fought
tooth and nail to defend our new base. In the end, we emerged victorious. The rival gang lay defeated at
our feet, and we had secured our position as the dominant force in the fringe. We patched up our wound-
ed, collected our spoils, and raised a glass to our success. This was just the beginning, there would be more
battles to come, but for now, we had won, and our stronghold was safe.
MISSION 3—SABOTAGE
You and your crew are determined to establish yourselves as the top dog in the criminal underworld. You've heard
rumors of rival gangs operating in the area, and you're not about to let them muscle in on your turf.

RIVAL GANG PLACEMENT


PRIMARY OBJECTIVE Choose 5 random characters from the available character
Reward: Your lives and increased reputation pool to represent the rival gang. These characters should
be randomly placed on the board, with no more than 2
• Plant 3 bombs, represented by objective tokens, and characters per room.
escape unnoticed.

LOCALS
The goal is to sneak into the rival gang's base and plant 3
Rival gang members do not consider civilians enemies in
bombs without being detected. Once all 3 bombs are
this mission. Add 3 random NPC civilians to the board.
planted, the player must escape the base before the
bombs detonate and the mission is successful.

PATROL PATTERN
SECONDARY OBJECTIVE Rival gang members will move in a predetermined patrol
pattern, looping through different rooms or areas on the
Reward: Variable board. They will spend their first action moving to the next
• Eliminate all gang members before they can take room in a clockwise manner and their second action
searching the room or area they are currently in. If a rival
control of the bar.
gang member comes within line of sight of the player's
crew or an objective token, they will become alerted and
SPECIAL INSTRUCTIONS attack the player's crew on their next action.

SET UP
• The player chooses the first bomb location by SILENT TAKEDOWN
placing an objective token on the board. Players may attempt to take out patrolling rival gang
• For the next two bomb locations, the player will use members using a close combat attack action when out of
the scatter rule from the core rules. This means line of sight of the target. If the attack action is successful,
rolling a scatter die and placing the objective token the gang member is eliminated without alerting the rest of
in the direction indicated by the arrow on the die. the rival gang. If the attack action fails, the gang member
becomes alerted and the mission changes to retreat under
• Each bomb location will be scattered three times, fire.
meaning that the player will repeat the scatter rule
three times for each bomb location, adjusting the
position of the objective token each time. RETREAT UNDER FIRE
• Once all three bomb locations have been If the player is spotted by a rival gang member, the mission
determined, the player's objective is to plant a bomb will change to a retreat under fire. The player must escape
at each location. To do this spend an action while in the base with their lives and avoid being killed by the rival
contact with the bomb location. gang.
• The player must be careful when placing the bombs
as they must not be seen by rival gang members, if
they do they will be identified and all rival gang LIMITED TIME
members will immediately become hostile. The crew has a limited amount of time to plant the bombs
• The player will have to escape the area before they before the rival gang's patrol discovers them and the
are noticed, if they are able to successfully plant all mission is failed. If you have not planted the bombs by
three bombs and escape, the mission will be round 6 the rival gang become alerted, follow rules for
considered successful. retreat under fire.
As they made their way out of the rival's territory, Zed couldn't help but feel a sense of
pride in his crew. They had worked together seamlessly and had pulled off the mission with
ease. The rival's operation was in shambles, and Zed's reputation as a leader in the criminal
underworld had been solidified. It was clear that his crew was the top dog in the criminal
underworld, and they were not to be underestimated.

The mission had been a success, and Zed couldn't wait to see what other challenges lay
ahead in their quest for power and wealth in the criminal underworld.

"Looks like we're the ones calling the shots now! Let's
get out of here before the heat arrives!"
As Zed and his crew made their way through the city streets, they
couldn't help but notice how eerily quiet it was. Usually, the
streets were bustling with activity, but today they were deserted.
Suddenly, Zed had a bad feeling.

"Something's not right,


we're being set up."

Just as he finished his sentence, the rival gang emerged from


the shadows, guns drawn. Zed's crew quickly realized they were
outnumbered and outgunned.
"Alright, boys and girls,
we've got a fight on our
hands," Zed shouted,
drawing his own weapon.
MISSION 4—Ambush in the Streets
Zed's crew has been ambushed by a rival gang in the city streets. You wont win this war of attrition, you need to
escape back to the safety of the bar. Navigate through the city streets, fighting off rival gang members as you try to
reach the other side of the map and exit the board. The rival gang will have the advantage of surprise and will
spawn in multiple locations, making it a difficult and intense fight for survival. You must use strategy and quick
thinking to outmaneuver the rival gang and get their crew to safety.

reach the exit point on the other side of the map while
PRIMARY OBJECTIVE avoiding being killed by the rival gang members. Start
the game with 5 rival gang members at random spawn
Reward: Your lives locations.
Get your crew to the other side of the map and exit the
board without any of them dying.
LOOT AND SEARCH
When a rival gang member is defeated, the player's
SECONDARY OBJECTIVE crew can spend an action to search the body.
Reward: Retrieve valuable items To do this, draw 2 random weapons or gear tokens from
the available pool. This special rule can be used once
While fighting through the streets, Zed's crew can
per defeated rival gang member, and only when in
search for valuable items to aid in their escape such as
contact with the body.
weapons, gear, and credits.

SPECIAL INSTRUCTIONS REPUTATION


SET UP This mission will have an impact on the Gang reputation
scale, if the player is successful in completing the
It is recommended to use the Frontier core set if mission, the reputation will move up one scale towards
available, and set spawn points for rival gang members the positive side. If you fail the mission, move the
on either side of the board in the most advantageous reputation one scale towards the negative side.
places to ambush Zeds crew.

RIVAL GANG PLACEMENT


Each round, new gang members will spawn on
the board with Zed's crew as their priority target.
The player must be constantly aware of their
surroundings and react quickly to the spawning
enemies.

RIVAL GANG SPAWN


Instead of the standard purge spawning
mechanic, rival gang members will spawn at
predetermined points on the board each round.
These spawn points should be placed in
strategic locations that will put the most
pressure on Zed's crew and make their escape
more difficult. Whenever you would spawn a
purge enemy, spawn a rival gang member
instead. The rival gang members will prioritize
attacking Zed's crew and will not engage with
other hostile NPCs on the board. The player's
goal is to navigate through the ambush and
After a grueling and intense fight through the city streets, Zed's crew barely made it back to the safety of their
bar. As they catch their breath and tend to their wounds, they realize the danger is not yet over. The rival gang
leader, who orchestrated the ambush, is still out there and poses a threat to their crew and their territory.

"We may be bruised, but


we're not broken. This ain't
over yet."

"I've got a score to settle with


that rival gang leader. Let's
end this once and for all."

With a newfound determination, Zed and his


crew begin to plan their next move. They
know they can't let this stand and decide to
take the fight to the rival gang leader. It's
time to end this once and for all. The final
piece is set, and the fate of Zed's crew
hangs in the balance. Will they be able to
take out the rival gang leader and secure
their place in the fringe? Only time will tell.

"We're not going to let this


stand. We're taking the fight to
them, and we're gonna finish it
for good."
MISSION 5—Showdown
The rival gang leader is the final target of this campaign. Once the leader is eliminated, the mission will be
successful and the campaign will come to an end.

PRIMARY OBJECTIVE RIVAL GANG


Reward: Legendary reputation
• Select 5 random NPCs to represent the rival
Take out the rival gang leader. gang members. Place these randomly across the
board.
The rival gang leader will be surrounded by a number of
heavily armed bodyguards. These guards must be • When the player's crew enters line of sight of the
eliminated before the player can engage the leader. rival gang members, they are immediately alerted
to the crew's presence.
• The rival gang members will prioritize the player's
SECONDARY OBJECTIVE crew as their target above all other NPCs on the
Reward: Retrieve valuable items board.

The rest of the rival gang must be eliminated in order to • When a rival gang member is activated, they will
ensure the safety of Zeds crew and the other prioritize engaging your crew. They will move to
inhabitants of the fringe. These gang members can be the nearest cover within range and line of sight of
searched for loot. your crew and use their first action to reach it.
Once in cover, they will spend their second action
attacking your crew from a secure position,
SPECIAL INSTRUCTIONS representing their experience as a seasoned
SET UP gang member. If the gang member is already in
cover and has line of sight and range to your
To set up the mission, place the rival gang leader token crew, they will spend all actions engaging your
in a room designated as the "secure room". This room crew.
should be set up with any additional terrain or obstacles
that would make it difficult to infiltrate. The rival gang
leader will not leave this room until all of his bodyguards LOOT AND SEARCH
have been eliminated. To represent the bodyguards,
place 3 random NPCs outside the door of the secure When a rival gang member is defeated, the player's
room. These NPCs should be placed in positions that crew can spend an action to search the body.
make it difficult for the players to reach the rival gang To do this, draw 2 random weapons or gear tokens from
leader without first dealing with the bodyguards. the available pool. This special rule can be used once
per defeated rival gang member, and only when in
contact with
REVENGE the body.
The rival gang will be aware of Zeds crew and will be
out for revenge. They will be more aggressive and
dangerous than ever before, add plus one attack when
the rival gang members attack.

BODY GUARDS
The bodyguards will remain in their designated
positions outside the rival gang leader's room and will
not move from that location. They will use cover and
attack from secure positions, making them difficult to
eliminate. The player will have to strategize and
coordinate their attacks to take out the bodyguards
before they can access the rival gang leader.
Zed laughed maniacally as bullets flew past
him, the chaos of the fray only fueling his
twisted sense of reality. 'Come on fate, try and
take me down!' he shouted, his laughter
echoing through the streets of the fringe. He
was invincible, untouchable, and nothing could
stand in his way.

The final mission was a success, but at great cost. Zed's crew had emerged victorious, but Zed himself
was forever changed. The chaos and violence of the fringe had taken its toll on him, and he was left
with a twisted sense of reality. He would often be seen laughing maniacally in the face of danger, almost
as if he was challenging fate itself to put him down.

Despite his mental state, Zed and his crew had become legendary figures in the fringe. Their reputation
as ruthless criminals had spread far and wide, and they were feared and respected by all. The fringe was
a criminal paradise, and Zed had found a way to thrive in it. He laughed in the face of danger, and his
crew followed suit. Together, they became unstoppable, and nothing could stand in their way. The fringe
was their playground, and they were the masters of it.

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